Latest news with #WētāWorkshop


NZ Herald
4 hours ago
- Entertainment
- NZ Herald
Wētā Workshop's first video game Tales of the Shire launches amid mixed reviews
Tales of the Shire was conceived in late 2020, Wilks says. Pandemic lockdowns led to a boom in so-called 'cosy' games, many based around building a simple farm, that provided relaxation and respite from real life. 'At the time, it was described as a game the world needs right now, which is probably still true,' Wilks says. 'It's very much aimed at the cosy audience.' A number of reviewers were given an early look. One of the largest, IGN, with 19.2 million followers on YouTube, was brutal (see clip below), with the website calling it 'a promising idea that turned out dreadfully boring and extremely buggy'. 'Which Tolkien nerd among us hasn't daydreamed about living a relaxing life as a halfling?' IGN reviewer Travis Northup wrote. 'But instead of the warmth and comfort of the Shire, I spent 25 hours feeling like I was marching through the Dead Marshes in this cosy misadventure. 'It's regrettably dull from start to finish, and runs so badly I wasn't even allowed to be bored out of my mind in peace. 'The bare bones life sim mechanics offer some of the most shallow versions of classic activities like fishing and farming that we've seen done much better in dozens of other games, and building social links with the inhabitants of Bywater is monotonous, repetitive, and never worth the effort.' A still from Wētā Workshop's Tales of the Shire: A The Lord of the Rings Game, which has been released today. Wētā Workshop game studio director Tony Lawrence says there have been good reviews, too. Indie Informer called Tales' world 'a joy to exist in'. Aggregator Metacritic (the Rotten Tomatoes of gaming) gives Tales 60 out of 100 overall, based on the reviews of 15 critics (user reviews will follow after today's release). 'We've opened it up to the community for the past three days,' says Lawrence. 'Some people have had early access to the game and their response has been very positive. 'It's got what they want, which is a relaxing game set in the Lord of the Rings lore, where they can sit and be their best hobbit and explore and decorate to their hearts' content.' Tales of the Shire: A The Lord of the Rings Game is described as "a relaxing game set in the Lord of the Rings lore". But even some of the good reviews noted bugs. 'We have a first-day patch arriving tomorrow that will address many of the issues that have been brought up,' Lawrence told the Herald the day before the game's official release. 'We spent a lot of time getting to a point where we're very comfortable. But over the next couple of months, as you do when a game is released into the wild, we'll keep on improving based on feedback.' Game over for nine staff Wilks confirms industry chatter that nine staff were laid off from Wētā Workshop's game studio last October, leaving around 30 working on Tales of the Shire. 'Look, when you're making games, you do have ups and downs in terms of the head count. We were at the end of our production period and we didn't require as many people.' Lawrence expects staff numbers to increase again as Wētā Workshop ramps up development on its next game, which is said to be more front-foot like Diabolo (an action role-playing game). Wētā isn't sharing details at this point. 'Crunch culture' allegations A July 27 article by US tech publication The Verge carried allegations of 'crunch culture' at Wētā Workshop. 'There is nothing indicating Wētā Workshop acted illegally, but staff who spoke to The Verge said there were definitely crunch periods during the development of Tales of the Shire. One staff member said they could not remember a time when they were not working beyond 50 hours a week,' it said. The video game industry – particularly in the US – is notorious for pushing staff to work long hours. Wētā Workshop game studio director Tony Lawrence acknowledges there have been good and bad reviews for the new game. 'Among video game developers, it's called 'crunch': a sudden spike in work hours, as many as 20 a day, that can last for days or weeks on end,' the New York Times said in a general report on the sector. 'During this time, they sleep at work, limit bathroom breaks and cut out anything that pulls their attention away from their screens, including family and even food. Crunch makes the industry roll – but it's taking a serious toll on its workers.' At one of the industry's largest game developers, 'crunch' could involve staff working 12 to 14-hour shifts per day, the Times reported, implying a five-day week of up to 70 hours. Wētā Workshop co-chief executive and chief operating officer Dave Wilks says Tales of the Shire is 'about living the simple life of a hobbit'. Complaining about 50 hours per week might make some in the US game sector – and its tech and business sector in general – snort in derision, but Wētā Workshop tamps down even that figure. 'There was no 'crunch' during the development of Tales of the Shire,' Wētā Workshop chief marketing officer Jessica Wallace told The Verge. 'We extended deadlines to prioritise the wellbeing of our team, and all staff worked under New Zealand employment agreements, which ensure fair and adequate compensation for all hours worked.' The newly paywalled US publication said there was a culture shift after studio director Amie Wolken quit Wētā in November 2023 to take a position as CEO at Dinosaur Polo Club, a New Zealand indie studio (Wolken told the Herald she had no comment) and Lawrence was hired in her place six months later. 'I've never seen crunch in my time here,' Lawrence told the Herald. 'Every now and again, certainly as with any job and certainly when you're close to a deadline, hours might increase somewhat. But I wouldn't say it's outlandish. 'What I would say – and I've been working in games for nearly 20 years now – is that crunch is usually mandated, as in someone like me will say, 'We're working 10 to 12 hours, five to seven days a week'. It's never happened here, ever, and it's not going to.' Wētā Workshop, best known for its costumes and props, is owned and independently run by Sir Richard Taylor and Tania Rodger while WētāFX is majority-owned by Sir Peter Jackson and Dame Francis Walsh. The pair sold Wētā Digital's technology to US gaming and film software firm Unity in 2021 for $2.2 billion, only to rehire 265 engineers to WētāFX after Unity hit problems in late 2023. Wētā Workshop had a previous foray into gaming through an alliance with US firm Magic Leap, the maker of a steampunk-looking pair of virtual reality goggles that, in the mid-2010s, were seen by some as the next big thing in gaming as the start-up's value ballooned to US$4.5 billion. Magic Leap, now backed by Saudi money, is still chasing breakthrough success for its headgear. But it is no longer in the entertainment market, which it exited in 2020 as it laid off 1000 staff worldwide, including 15 at Wētā Workshop Interactive, its joint venture with Wētā Workshop. The culled staff formed a start-up, which was in turn bought by Pokemon Go maker Niantic. Tales of the Shire is being published (marketed and distributed) by US firm Private Division, which is connected to Middle-earth Enterprises, the company that owns the intellectual property rights for J.R.R. Tolkien's works. Wētā Workshop won't say how much the Tales of the Shire cost to develop, or the clip of the ticket that Private Division will take on sales. The single-player only Tales of the Shire: A The Lord of The Rings Game is available from 4am today for PC (via Steam), Nintendo Switch, PlayStation 5 and Xbox Series X|S. Pricing varies by platform. The Switch version is $89.99. Chris Keall is an Auckland-based member of the Herald's business team. He joined the Herald in 2018 and is the technology editor and a senior business writer.

RNZ News
5 hours ago
- Entertainment
- RNZ News
Wētā Workshop's new Hobbit game Tales of the Shire a 'cosy' escape from the world
Just when you thought the Lord of the Rings product train had run out of steam, Wētā Workshop has more. On Wednesday it released a new video game that allows players to build their own home in a Hobbit village in Middle Earth. Tales of the Shire is billed as a "cosy game" providing a calmer, more meditative experience than the frenetic pace of traditional video games. Players create Hobbit characters - from choosing the possessions that adorn their Hobbit-hole homes to selecting the extent of hair on their little feet. The Hobbit avatars are moved about a picturesque Middle Earth world buffeted by seasonal winds and guided by birds as they tend to their gardens, fish, cook and interact with other townsfolk. Tales of the Shire is billed as a "cosy game". Photo: Supplied / Wētā Workshop Wētā Workshop founder Sir Richard Taylor said as the world emerged from the height of the pandemic, it made sense to create a game that was a departure from the conflict and drama that fuelled much of the Lord of the Rings films. "Tolkien described The Shire as Warwickshire circa 1890 type of world. This is pastoral England, this is beautiful days of slashing down the corn in the fields and harvesting, making hearty meals for your family," Taylor said. He said the game's look was purposely designed to emphasise the beauty and calm of the idyllic setting that was home to the Hobbits. "We wanted to create a wonderfully, painterly watercolour world so it felt like you were stepping into a living picture, dotted with trees and hobbit holes. I think it looks beautiful and it seems to fit perfectly for Tolkien's imagination of what the Shire should be," Taylor said. Wētā Workshop founder Sir Richard Taylor. Photo: RNZ / Samuel Rillstone Game studio director Tony Lawrence said at its peak, 54 people collaborated on the game, working out of Wētā's Miramar workshop as well as from Italy, Australia and California. The game's creators were able to draw on the studio's 25 years of bringing Middle Earth to life to add authenticity to the settings and activities players encountered, he said. "If there's a question about Lord of the Rings we've quite a few experts just lurking around the place that can help us with anything. If we wanted to understand how a character might make a sword, having a master sword [maker] onsite is pretty good to come watch. They're the kind of things that you can't do anywhere else in any other studio," Lawrence said. Game studio director Tony Lawrence. Photo: RNZ / Samuel Rillstone Tony Lawrence said the government's rebate for game developers was an important factor in helping Wētā take the time to develop the game's detail and depth. New Zealand Game Developers Association executive director Joy Keene said the scheme was reversing a trend of local game developers heading offshore to work. "It's been absolutely essential to studios - especially studios like Wētā Workshop - where the rebate has assisted them to hire more staff, pay staff more to keep them rather than those staff going offshore, and given them some stability to actually develop these games," Keene said. At its peak, 54 people collaborated on the game. Photo: Supplied / Wētā Workshop Sign up for Ngā Pitopito Kōrero , a daily newsletter curated by our editors and delivered straight to your inbox every weekday.


Metro
a day ago
- Entertainment
- Metro
Tales Of The Shire: Lord Of The Rings Game review - Animal Crossing with hobbits
The latest Lord Of The Rings game is a cosy village simulator by Wētā Workshop but are they as good at making games as they are special effects? When you hear the name Wētā Workshop, the first thing that springs to mind is the astonishing (at the time) visual effects for The Lord of the Rings movies and their various decreasingly interesting offshoots. What's less well known is that while Wētā is primarily a special effects company they also do various other things, including making tabletop games. So far that's included District 9: The Board Game and GKR: Heavy Hitters, but now they've decided to have a go at making a video game as well. The result is Tales Of The Shire: A Lord Of The Rings Game. It's all about hobbits, but this time rather than setting off for Mordor to toss a demonic ring into a volcano, here you stay happily in the Shire, specifically in Bywater. At the beginning of the game the county assessor decides it's not even worthy of being called a village, so it's up to you and your fellow Bywater residents to change that. You do that by making friends and setting up the institutions necessary for somewhere to be considered a village. The rules for such things are fairly nebulous and still mention wolves and goblins, which haven't been seen in the Shires for a long time. None of that really matters though, because soon enough you've got a laundry list of cosy quests to undertake. In keeping with the way the Shire is depicted in Tolkien's books, and more saliently in the films, that means wandering Bywater's lanes and bridges, helping people and foraging for ingredients. That's important because perhaps the most significant distraction in Tales Of The Shire is cooking for friends. Heading to the kitchen in your recently inherited hobbit hole, you'll find a chopping board and saucepans. Provided you have all the necessary ingredients, making a recipe takes a few taps to complete, its test of skill is in achieving the right flavour and texture. The latter is governed by the number of times you chop each ingredient before adding it to the pot. Get it just right and your meal will be extra delicious. The meals themselves are vehicles for building relationships. Heading to your writing desk, conveniently placed next to your hobbit hole's dining table, you compose invitations to townsfolk to come and dine with you. You soon learn what they like and dislike and tailoring the meals you serve – and making sure they're as tasty and texturally pleasing as you can – helps level up friendships. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Finding ingredients can be a bit of a trick though. While your garden comes with five planters to grow herbs, fruits, and vegetables it'll take a good few hours before you can afford to add more. It also takes quite some time for each plant to grow. Watering them speeds up the process slightly, but you mustn't overdo it and it's often easier to forage or buy what you need if you're in even a slight hurry. Fellow hobbits are forever writing you notes, which appear in the American-style postbox outside your house, and these often contain new side quests, as well as replies to your dinner invitations. Unfortunately, as you start digging deeper into your expanding to-do list, it becomes painfully clear that almost everything you do is an extended, multi-part fetch quest. A brief conversation directs you to a hobbit on the other side of town, who needs you to speak to someone else next to the lake, who would be very grateful if you'd collect an item on their behalf, before returning to the first hobbit. After minimal chat they give you a reward, completing the quest and freeing you up to get on with the next one, which to nobody's surprise means walking to the other side of town, where the process starts again. The end result is that you spend most of your time in transit. Fortunately, that's easily Tales Of The Shire's strongest suit. That's because despite looking like a PlayStation 3 game, its landscapes really are beautifully designed. Colourful flowers and elegantly proportioned hobbit holes are connected by little bridges, tunnels though hollow tree trunks, and perfectly manicured country lanes. Butterflies flit past, townsfolk go about their business, and every day has a cadence that takes you from early dawn to night, with village life going on around you. Seasons pass, with summer giving way to autumn, followed by winter, and the things you can forage or fish for change along with them. The game does a convincing impression of a real living ecosystem. Similarly brilliant is the way you navigate. After tracking an objective, birds flutter ahead of you, perching on whichever arm of a signpost you'll need to follow, or on bridges and arches over the road, leading you where you need to go without once needing to use a map or draw any crude HUD markers. It works really well and fits sympathetically with the rustic setting. Unfortunately, character designs and animation are more of an acquired taste, the game's cartoonish hobbits are permanently leaning over backwards whether walking, skipping or just standing around. They all do it, it looks utterly bizarre, and it doesn't seem to have any motivation beyond a peculiar choice by the art department. We found the hobbits profoundly ugly to look at, in stark contrast to the countryside they inhabit. More Trending The real problem though, is the gameplay. Aside from cooking and fishing, the overwhelming preponderance of time you spend in Tales Of The Shire is merrily skipping from one place to another. You can't take shortcuts, with Bywater's organic-looking trails and fields actually turning out to be rigidly controlled corridors, and with so many tasks involving traversal, you just walk and walk and walk. It's grindingly tedious and makes you realise the skill with which the Animal Crossing games have been put together. Even though superficially similar, Animal Crossing manages to weave warmly likeable characters and involving miniature stories out of its island paradises. By contrast, there's something depressingly flat about Tales Of The Shire. There's also a fine line between cosy and cloyingly twee. While it's entirely possible that small children will find something alluring in the non-violent, bucolic setting, and continual mind-numbing repetition, they would be infinitely better off playing Animal Crossing or Stardew Valley or virtually any other cosy game. Despite its cheerful demeanour, Tales Of The Shire is a grim, drudge-filled reminder that looking cute is no substitute for gameplay. In Short: A cosy hobbit-themed life simulator that can look pretty but is almost entirely made up of thinly veiled multi-part fetch quests and drab, under-developed minigames. Pros: Glorious map design and landscapes. The avian satnav is a genuine innovation and the dedication to non-violence means there's not so much as a pointed stick in the entire game. Cons: Very little variety and systems like fishing and crop growing are underexploited. Most of your time is spent in transit, and with no voice acting cut scenes feel half finished. Ugly hobbit animation. Score: 4/10 Formats: PlayStation 5 (reviewed), Nintendo Switch, Xbox Series X/S, and PCPrice: £29.99Publisher: Private DivisionDeveloper: Wētā WorkshopRelease Date: 29th July 2025 Age Rating: 3 Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Nintendo's next big Switch 2 game is just £50 right now – but only for today MORE: Wolfenstein 3 hopes reignited as live action TV show is announced MORE: Battlefield 6 battle royale map leaks alongside new gameplay videos


News18
5 days ago
- Entertainment
- News18
Inside Rajkummar Rao And Patralekhaa's Dreamy, Film-Inspired Day Out In New Zealand
During their scenic New Zealand trip, Rajkummar Rao and Patralekhaa unleashed their creativity at Wētā Workshop's World of Magic. Bollywood's ever-charming couple, Rajkummar Rao and Patralekhaa, recently took a detour from red carpets and film sets into a world of mythical creatures, cinematic illusions, and mind-bending creativity. Their latest adventure? A whimsical deep-dive into Wētā Workshop Unleashed, Auckland's iconic film effects and fantasy attraction. Known globally for bringing cinematic universes like The Lord of the Rings, Avatar, and District 9 to life, Wētā Workshop's Unleashed experience is anything but ordinary. And for two actors who live and breathe cinema, it felt like walking into their fantasy script, only this time, they weren't playing roles; they were living the magic. As the tour unfolded, the duo explored one fantastical room after another: each one dedicated to different genres like science fiction, horror, and high fantasy. At one point, Patralekhaa claimed her cinematic throne in full warrior mode, while Rajkummar Rao, ever the performer, dramatically knelt beside her, sword in hand. 'I think she may have dethroned me creatively today," he joked. The couple threw themselves into every moment, duelling with props, wandering through eerie, dimly lit corridors, and discovering the intricate craftsmanship that brings blockbuster films to life. One particularly surreal stop was a morphing mirror that transformed their reflections into fantasy avatars, making them look like they'd just walked out of a Tolkien tale. 'What an unforgettable experience," Rajkummar said, still buzzing from the visit. 'New Zealand is a place full of storytelling magic – this space really sparked our imaginations. Honestly, we were total film geeks today, and it felt amazing." Patralekhaa echoed the sentiment, adding, 'It reminded us why we love cinema in the first place – it's about creating worlds that make people feel something. This place does that with every single set." As they wrapped up their whirlwind day at Unleashed, it was clear that the couple's love for creativity and each other had found the perfect playground in Wētā Workshop's wonderland. tags : lifestyle new zealand patralekhaa rajkummar rao travel view comments Location : Delhi, India, India First Published: July 25, 2025, 11:35 IST News lifestyle » travel Inside Rajkummar Rao And Patralekhaa's Dreamy, Film-Inspired Day Out In New Zealand Disclaimer: Comments reflect users' views, not News18's. Please keep discussions respectful and constructive. Abusive, defamatory, or illegal comments will be removed. News18 may disable any comment at its discretion. By posting, you agree to our Terms of Use and Privacy Policy.


Scoop
20-07-2025
- Health
- Scoop
Wētā Workshop Designed TCM Cultural Experience Center Opens In Guangdong China
From the lotus petal-shaped building to the larger-than-life hyper-realistic figures, magical forests, and a futuristic herbal laboratory — these are just some of the aspects of the new TCM Cultural Experience Center designed by Richard Taylor and his team at Wētā Workshop, working in close collaboration with Wellington and China-based creative practitioners and companies. This unique and striking center opened on Saturday 19 July at the Guangdong-Macao Traditional Chinese Medicine Science and Technology Industrial Park, China. The Guangdong-Macao Traditional Chinese Medicine Science and Technology Industrial Park features a mix of facilities, including offices, R&D centres, hotels, retail streets, an experience centre, pharmaceutical plants, testing and extraction centres, and staff apartments. As a core part of the park, the five-storey TCM Cultural Experience Center, with a floor area of 36,000 square metres, is the flagship of its health sector and a powerful symbol of cultural integration in the Greater Bay Area. This new TCM Cultural Experience Center offers a fully immersive experience that brings the culture of traditional Chinese medicine to life, guiding visitors on a journey from its mythological origins to the advancements in modern practices, and on into thefuture. This natural approach to medicine is a critically important part of Chinese wellbeing, and the TCM Cultural Experience Center aims to inspire future generations to learn about this important cultural practice. Taylor, alongside creative collaborator Sam Gao, worked over seven years to realise the project in close collaboration with client Hengxin Shambala. Wētā Workshop's Co-founder and Chief Creative Officer, Richard Taylor, says, 'For me it was critical to approach the subject with a deep sense of commitment, and to learn all that I could of the mythology, history, science, and culture of this fascinating subject. By exploring the use of herbal medicine over centuries of Chinese wellbeing, a complex and intriguing story begins to unfold.' The TCM Cultural Experience Center is Wētā Workshop's largest project to date, and their second large-scale immersive experience project in China, following the completion of their award-winning work on Aura: The Forest at the Edge of the Sky at the duty-free shopping mall in Haikou, on Hainan Island in 2022. The TCM Cultural Experience Center is especially significant for Taylor and the team at Wētā Workshop, not only due to the size and scale of the project, but the extent to which the team researched and designed the experience, from the uniquely designed building itself, through to the cultural narratives within its spaces. Taylor adds, 'As I have spent close to three decades working in China, it came as an extraordinary treat to work so comprehensively on something as monumental as this experience. What started as a white board drawing in my office now stands as a magnificent structure containing an utterly unique cultural exhibition.' 'This was a very special project that is testament to the tight collaboration and creative exchange between two teams — one in New Zealand, and one in China — united by the collective endeavour of creating the world's most unique TCM Cultural Experience Center,' Taylor adds. Wētā Workshop's head of creative media, Sam Gao, worked closely with Taylor on both creative direction and hands-on sculpting elements and says, 'Despite the challenges of often having to work remotely, the project was immensely fulfilling and brought together people from China mainland and Macau, alongside our own Workshop team in New Zealand.' 'On a more personal level, it was an honour to share my creative expertise on a project that celebrates traditional Chinese medicine and brings to life stories from my cultural upbringing,' Gao adds. The TCM Cultural Experience Center experience starts before guests enter, with its unique building design paying homage to the herbal plants that are critical to traditional Chinese medicine. Within the building guests encounter a multitude of exhibits, including a large number of hyper-realistic up-scaled figures representing key moments from Chinese culture including Hua Tuo, Zhang Zhongjing and Li Shi Zhen. A 50-metrre-long animated 'historical tapestry' is just one of several features which skilfully combine artistry and interactive smart tech throughout the building. The stunning central atrium showcases the story of Shen Nong with a large-scale mural on the ceiling, with 100 birds flying down towards the ground floor, connecting all five levels of the building. Working alongside collaborator Sam Gao, Taylor and Gao strived to facilitate and connect two teams of creatives. Providing design and fabrication services from their base in Wellington, Wētā Workshop worked with New Zealand-based designers, musical composer, architects, and lighting designers to work alongside them during this unprecedented project. In collaboration with client Shambala, Taylor and Gao also art directed dozens of highly skilled Chinese creatives and technicians to complete the center. Taylor adds, 'This project is the cumulation of a near three-decade long relationship that I have had with China, and celebrates the strong creative exchange we have established with friends and colleagues in both countries.' The TCM Cultural Experience Center adds to Wētā Workshop's growing portfolio of immersive experiences work globally, with significant projects in New Zealand, China and the Middle East. About Wētā Workshop Wētā Workshop brings imaginary worlds to life by delivering concept design, physical effects, collectibles, immersive visitor experiences, creative media and digital games to the world's entertainment and creative industries. Established by Richard Taylor and Tania Rodger in 1987, they are best known for their screen work on The Lord of the Rings and Hobbit trilogies, the Avatar films, District 9 and Dune to name a few. Their work in immersive visitor experiences, such as Gallipoli: The Scale of our War, Expo 2020 Dubai's Mobility Pavilion, Aura: Forest at the Edge of the Sky and Wētā Workshop Unleashed. Based in Wellington, New Zealand, Wētā Workshop's ground-breaking work has earned them multiple international awards including five Oscars and three THEA awards. About the TCM Cultural Experience Center The TCM Cultural Experience Center is the world's first large-scale TCM-focused experience that offers an immersive journey through an informative and visually unique experience. Designed by Richard Taylor, creative director, five-time Academy Award winner and co-founder of Wētā Workshop, the centre delivers a fantastical experience that celebrates in the culture, mythology, science and history of traditional Chinese medicine.